This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
public static double SampleGaussian(Random random, double mean, double stddev) | |
{ | |
// The method requires sampling from a uniform random of (0,1] | |
// but Random.NextDouble() returns a sample of [0,1). | |
double x1 = 1 - random.NextDouble(); | |
double x2 = 1 - random.NextDouble(); | |
double y1 = Math.Sqrt(-2.0 * Math.Log(x1)) * Math.Cos(2.0 * Math.PI * x2); | |
return y1 * stddev + mean; | |
} |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
public class SimplexNoiseGenerator { | |
private int[] A = new int[3]; | |
private float s, u, v, w; | |
private int i, j, k; | |
private float onethird = 0.333333333f; | |
private float onesixth = 0.166666667f; | |
private int[] T; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/******************************************************************************* | |
* * | |
* Author : Angus Johnson * | |
* Edited by : David Piepgrass * | |
* Version : 4.7 + edits * | |
* Date : 15 February 2012 * | |
* Website : http://www.angusj.com * | |
* Copyright : Angus Johnson 2010-2012 * | |
* * | |
* Note: I, David Piepgrass, refactored this library from its original version * |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections.Generic; | |
using System.Drawing; | |
public class PolygonTriangulator | |
{ | |
/// <summary> | |
/// Calculate list of convex polygons or triangles. | |
/// </summary> | |
/// <param name="Polygon">Input polygon without self-intersections (it can be checked with SelfIntersection().</param> | |
/// <param name="triangulate">true: splitting on triangles; false: splitting on convex polygons.</param> |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "Tri-Planar World" { | |
Properties { | |
_Side("Side", 2D) = "white" {} | |
_Top("Top", 2D) = "white" {} | |
_Bottom("Bottom", 2D) = "white" {} | |
_SideScale("Side Scale", Float) = 2 | |
_TopScale("Top Scale", Float) = 2 | |
_BottomScale ("Bottom Scale", Float) = 2 | |
} | |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEditor; | |
using UnityEngine; | |
using System.IO; | |
// PLACE IN EDITOR FOLDER | |
class CombineNormalMapsWizard : ScriptableWizard { | |
public Texture2D baseNormal = null; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
/// <summary> | |
/// Helper class that represents a parameterized vertex | |
/// </summary> | |
public class Vector3Param { | |
///bernstein polynomial packing |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// 2D triangulation using ear clipping by urraka | |
// | |
// Usage: | |
// std::vector<vec2> polygon; | |
// std::vector<int> result = math::triangulate<int>(polygon); | |
// | |
// * vec2 is anything that has float x,y | |
// * result is a list of indices that point to the polygon vector (a triangle is defined every 3 indices). | |
#include <vector> |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
public class TrackTargets : MonoBehaviour { | |
[SerializeField] | |
Transform[] targets; | |
[SerializeField] | |
float boundingBoxPadding = 2f; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
//Copyright (c) 2014 Tilman Schmidt (@KeyMaster_) | |
//Permission is hereby granted, free of charge, to any person obtaining a copy | |
//of this software and associated documentation files (the "Software"), to deal | |
//in the Software without restriction, including without limitation the rights | |
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
//copies of the Software, and to permit persons to whom the Software is | |
//furnished to do so, subject to the following conditions: | |
//The above copyright notice and this permission notice shall be included in |
OlderNewer